UltraScenery [Commercial]

14849515354100

Comments

  • ArtiniArtini Posts: 9,462
    edited June 2020

    Frogs Life

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    FrogsLife01pic01.jpg
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    Post edited by Artini on
  • AllenArtAllenArt Posts: 7,169
    edited June 2020

    I like it. Looks a little like the Outer Banks in N.C. or something ;) I duplicated the terrain, enlarged it and pushed it way into the background to break up the horizon.

    Thanks for the inspiration barbult! :)

    Laurie

     

    The Inlet.jpg
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    Post edited by AllenArt on
  • StormlyghtStormlyght Posts: 666
    AllenArt said:

    I like it. Looks a little like the Outer Banks in N.C. or something ;) I duplicated the terrain, enlarged it and pushed it way into the background to break up the horizon.

    Thanks for the inspiration barbult! :)

    Laurie

     

    I love this render Laurie! It reminds of home.

    Trish

  • davesodaveso Posts: 7,014
    AllenArt said:

    I like it. Looks a little like the Outer Banks in N.C. or something ;) I duplicated the terrain, enlarged it and pushed it way into the background to break up the horizon.

    Thanks for the inspiration barbult! :)

    Laurie

     

    this is really nice. 

     

  • barbultbarbult Posts: 24,244
    Artini said:

    Frogs Life

    image

    Perfect surroundings for the new character!

  • barbultbarbult Posts: 24,244
    AllenArt said:

    I like it. Looks a little like the Outer Banks in N.C. or something ;) I duplicated the terrain, enlarged it and pushed it way into the background to break up the horizon.

    Thanks for the inspiration barbult! :)

    Laurie

     

    That extra background was clever and very effective! I also like the way the background items are in a bit of a fog to give them the sense of being far away.

  • AllenArtAllenArt Posts: 7,169
    barbult said:
    AllenArt said:

    I like it. Looks a little like the Outer Banks in N.C. or something ;) I duplicated the terrain, enlarged it and pushed it way into the background to break up the horizon.

    Thanks for the inspiration barbult! :)

    Laurie

     

    That extra background was clever and very effective! I also like the way the background items are in a bit of a fog to give them the sense of being far away.

    One of the reasons I like using depth of field and the fogs for Iray...it does really give the sense of distance :).

    Laurie

  • NathNath Posts: 2,804
    AllenArt said:

    I like it. Looks a little like the Outer Banks in N.C. or something ;) I duplicated the terrain, enlarged it and pushed it way into the background to break up the horizon.

    Thanks for the inspiration barbult! :)

    Laurie

     

    That is absolutely gorgeous!

  • richardandtracyrichardandtracy Posts: 5,681
    AllenArt said:

    I like it. Looks a little like the Outer Banks in N.C. or something ;) I duplicated the terrain, enlarged it and pushed it way into the background to break up the horizon.

    Thanks for the inspiration barbult! :)

    Laurie

     

    Laurie, that's absolutely inspired. Quite amazing. Looks so much like the salt marshes near me along the North Kent Coast - they have poetic and historic names like 'Bedlam's Bottom' and 'Dead Man's Island'. 

  • daveso said:

    i did one of those negatives .. I like it ..but having difficulty in doing what i thought ?I had wanted to do ... 
    #1 ... ship on the horizon ... not as easy as it would seem. the ship is at xtrans -100,000. 
    #2 ... creating a large ocean. I used Terradome # water ... but it is at same level as the USC water ..but there was an obvious square of water where the USC water ened. I hid the USC water and just used the TD3 water ..the stream needs to flow towards the ocean ... but not using TD3 water. 





     

     Well, assuming the ship is at 100% scale for Studio, the position's not really a surprise.  Studio's units are cm, so that position is 100,000 cm away - which is 1,000 metres or 1 km.  The horizon for a 5'7 person is about 5 km away on flat terrain.

    I find it really easy to forget that Studio was designed for portraiture, and the units are thus very small.  You might want to reduce the ship to 50% scale, that will help make it look further away.   Depth of field and distance fog help too.

    It also looks like your HDRI's bottom is showing?  Something on the horizon to mask that would probably help your picutre out.

    For the stream, it might be worth doing two renders, one with TD3 for the ocean and the other with the US water for the stream, then combining them in post-work.

  • ArtiniArtini Posts: 9,462

    Thanks a lot, Barbult.

    Your discoveries about negative max height were such inspirational.

     

  • ArtiniArtini Posts: 9,462

    Just wonder, if anything else besides River 2 gives some good results with negative height max?

     

  • MelanieLMelanieL Posts: 7,384
    AllenArt said:

    I like it. Looks a little like the Outer Banks in N.C. or something ;) I duplicated the terrain, enlarged it and pushed it way into the background to break up the horizon.

    Thanks for the inspiration barbult! :)

    Laurie

     

    Really inspired! That's become a new favourite for me - great work.

  • memcneil70memcneil70 Posts: 4,115
    AllenArt said:

    I like it. Looks a little like the Outer Banks in N.C. or something ;) I duplicated the terrain, enlarged it and pushed it way into the background to break up the horizon.

    Thanks for the inspiration barbult! :)

    Laurie

     

    That is so lovely @AllenArt

  • davesodaveso Posts: 7,014
    daveso said:

    i did one of those negatives .. I like it ..but having difficulty in doing what i thought ?I had wanted to do ... 
    #1 ... ship on the horizon ... not as easy as it would seem. the ship is at xtrans -100,000. 
    #2 ... creating a large ocean. I used Terradome # water ... but it is at same level as the USC water ..but there was an obvious square of water where the USC water ened. I hid the USC water and just used the TD3 water ..the stream needs to flow towards the ocean ... but not using TD3 water. 





     

     Well, assuming the ship is at 100% scale for Studio, the position's not really a surprise.  Studio's units are cm, so that position is 100,000 cm away - which is 1,000 metres or 1 km.  The horizon for a 5'7 person is about 5 km away on flat terrain.

    I find it really easy to forget that Studio was designed for portraiture, and the units are thus very small.  You might want to reduce the ship to 50% scale, that will help make it look further away.   Depth of field and distance fog help too.

    It also looks like your HDRI's bottom is showing?  Something on the horizon to mask that would probably help your picutre out.

    For the stream, it might be worth doing two renders, one with TD3 for the ocean and the other with the US water for the stream, then combining them in post-work.

    thank you very much. i didn;t realize the 1cm measurements. good idea on comining the renders ...

    I know I have been thinking about expanding the USC scenery as well ... to broaden the view. My thought was to allow as many USC pieces as we would want, like to 3, 4 of them ... as much as your system could handle, or alow in the viewport. 

    The horizon problem I've had forever with the HDRIs. Someone had posted a deal about using manual ground and lowering it, which works for sure, but DOF or haze even then looks good. 

  • 3dOutlaw3dOutlaw Posts: 2,471
    AllenArt said:

    I like it. Looks a little like the Outer Banks in N.C. or something ;) I duplicated the terrain, enlarged it and pushed it way into the background to break up the horizon.

    Thanks for the inspiration barbult! :)

    Laurie

     

    Great image, Laurie!

  • ArtiniArtini Posts: 9,462
    edited June 2020

    The Picnic...

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    ThePicnic01.jpg
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    Post edited by Artini on
  • AllenArtAllenArt Posts: 7,169

    Thanks everyone :). barbult always knows how to push everything to it's limits and finds new ways of doing things. I never would have come up with the negative terrain on my own. LOL

    Laurie

  • barbultbarbult Posts: 24,244
    Artini said:

    Just wonder, if anything else besides River 2 gives some good results with negative height max?

     

    I've used River 1 and Pond. If you aren't seeing any land above water, try increasing the contrast. With negative max altitude, the black parts of the terrain noise map will be raised and the white areas will be low. I haven't tried a custom terrain map with negative max altitude yet. there's always more to explore!

  • ArtiniArtini Posts: 9,462
    edited June 2020

    Thanks a lot for the explanation, Barbult.

    I have not seen any land above the water until now, after your recent description.

    You are amazing. It opens up a lot more possibilities, even while using only included Features and Ecology.

    Below is an example of Lake 3 with max altitude -7 m, Oaks 05 and Ecology Seed 231

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    Lake3sc01pic01.jpg
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    Post edited by Artini on
  • barbultbarbult Posts: 24,244
    Artini said:

    Thanks a lot for the explanation, Barbult.

    I have not seen any land above the water until now, after your recent description.

    You are amazing. It opens up a lot more possibilities, even while using only included Features and Ecology.

    Below is an example of Lake 3 with max altitude -7 m, Oaks 05 and Ecology Seed 231

    I'm not really that amazing.blush HowieFarkes told me about the negative max altitude. Until then, I had never thought to try a negative number. I'm glad you are finding a good use for it.

  • ArtiniArtini Posts: 9,462

    Ok, ok, but you have the gift, to explain the things, that I could undestand and I value that.

     

  • ArtiniArtini Posts: 9,462
    edited June 2020

    Slightly changed Contrast and Brightness and I got another landscape from Lake 3 - max altitude -3 m

    image

    and then choosen the part of it, that looks interesting for me...

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    Lake3sc03pic03.jpg
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    Lake3sc06pic02.jpg
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    Post edited by Artini on
  • davesodaveso Posts: 7,014
    Artini said:

    Thanks a lot for the explanation, Barbult.

    I have not seen any land above the water until now, after your recent description.

    You are amazing. It opens up a lot more possibilities, even while using only included Features and Ecology.

    Below is an example of Lake 3 with max altitude -7 m, Oaks 05 and Ecology Seed 231

    image

    i have to say, the land areas remind me of garlic bread. 

  • MelanieLMelanieL Posts: 7,384
    edited June 2020

    I've been playing with the negative max altitude for a couple of hours and came up with these.

    First is a simple one with max -5m , River 1 and Oaks 3 (I think) ecosystem.

    Second, I tried Lake1, everything else unchanged, and got this pebble-beach effect, which I thought was quite interesting. (I suppose the floor of the lake has been pulled up above the water level, so there is no vegetation to speak of but lots of river pebbles/stones/logs) I added a  couple of plants in the foreground - they are not part of Oaks of course.

    USC-Flatlands.jpg
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    USC-Lake1-Beach.jpg
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    Post edited by MelanieL on
  • dawnbladedawnblade Posts: 1,723

    Note to self: Deselect river pebbles when scene will contain large bodies of water! laugh

  • barbultbarbult Posts: 24,244

    I like that pebble beach!

  • dawnbladedawnblade Posts: 1,723

    That pebble beach is cool! It did make me think of how many instances of river pebbles are created underwater that won't show in a standard non-negative max height render.

  • ArtiniArtini Posts: 9,462

    I also like that pebble beach - looks great.

     

  • barbultbarbult Posts: 24,244
    dawnblade said:

    That pebble beach is cool! It did make me think of how many instances of river pebbles are created underwater that won't show in a standard non-negative max height render.

    I had over 150,000 River Pebbles instances in one scene.

This discussion has been closed.